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Rocketeer
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[1.12.x] Near Future Technologies (September 6)
Nukesnipe replied to Nertea's topic in KSP1 Mod Releases
I got around it by putting the mini girder on the elbow joint. Not the really tiny one, but one size up. That seems to clear the elbow's collision mesh. -
[1.12.x] Near Future Technologies (September 6)
Nukesnipe replied to Nertea's topic in KSP1 Mod Releases
Do the nuclear reactors have bigger collision meshes than their models? I'm trying to dock a module with a reactor onto my colony ship, but it keeps bumping up against what looks like an invisible wall. EDIT: I figured out the issue. The octo-truss elbow joints maintain the large collision mesh of the 90 degree version, even if you change it to the 45 or 30 degree. -
Unable to control ship from map screen
Nukesnipe replied to Nukesnipe's topic in KSP1 Technical Support (PC, modded installs)
Yes, I have the navball showing and I'm not in warp, didn't I say I can use the SAS autopilot and the 100%/0% thrust? Other than that... not really. Mapview just adds a way to focus on different objects easily, I'll uninstall that and see what happens. EDIT: That fixed it. It's always the useful mods, isn't it? -
Before anyone asks, the list of mods I have currently installed: Additionally, I play with the OpenGL force. Now, onto the issue. If I'm in the map screen, I can't control the ship in any way beyond turning RCS/SAS on or off, the SAS autopilot buttons, or the 100%/kill thrust buttons. Rotation and throttle, as well as RCS maneuvering, requires me to drop out of the map screen, which makes it a bit annoying to do very slight adjustments, or for orbital rendezvous.
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parts [1.12.x] Asteroid Recycling Technologies
Nukesnipe replied to RoverDude's topic in KSP1 Mod Releases
Edit: Nevermind, I'm stupid. -
So, I'm not sure why, but for the 0.24 releases, this mod will crash the game 100% of the time (I've tested it at least fifteen times by now.) The game will boot up normally, it'll get to the main menu, and everything will run smoothly. At least, until I try to load up any of my saves, it'll freeze twice and then crash.
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[0.23][V1.5.6]Cabana Corp. Research & Development [03/02/14]
Nukesnipe replied to BananaDealer's topic in KSP1 Mod Releases
Cheat parts... cheat parts, everywhere. -
K.S.C.-Kerbal Space Center
Nukesnipe replied to ThatNewGuy101's topic in KSP1 The Spacecraft Exchange
You know what else might be on the file? Computer Satan-Hitler super AIDS. It's not that damn hard to imgur some pictures and then embed them here, you know. -
Replica Airways: Recreating aircraft!
Nukesnipe replied to One01x's topic in KSP1 The Spacecraft Exchange
I built a Vought disc-plane, I forget the technical term. [ATTACH=CONFIG]34976[/ATTACH] It was a wingless plane designed in late 1944 to save cost and size and be easier for landing on aircraft carriers. It flew surprisingly well. Mine, however, flies like a brick shaped like an arrow. -EDIT- Wow I just realized that picture shows nothing... [ATTACH=CONFIG]34977[/ATTACH] This one's a bit better, although it doesn't show the most recent addition, where I added small control surfaces to the front of the plane, actually making it flyable. MODS USED: Damned Aerospace TiberDyne shuttle (landing gear) RedStar co-op -
[WIP][Plugin, Parts][0.17] Adv. Dist. & MCS
Nukesnipe replied to sparton646's topic in KSP1 Mod Development
What does this plan to do? -
Um, that's quite large. Any possibility of making a much shorter one? Most of my planes are capable of very short landings-because I abuse the airbrakes meant for atmospheric rocket landings-and something that is barely short of the render distance would be a bit taxing for most computers, I would think. Especially considering that a balloon at 10 kilometers wouldn't really need any long runway, hell, you have 10 klicks to fall! Better pull up before you get intimate with Poseiden!
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After faffing about with this for an hour or so, I've decided on some things that I think will be required for these airships to be really effective: 1. Something that tells how much weight a single balloon could carry: This is simple, just say like, 15 tons for the smallest one, and bigger and bigger for the bigger balloons 2. Altitude control: I've see that they go straight up, hit their ceiling, the go down and "bounce" for a while until they come to a stop. I think that this could be made a little more user-and-Kerbal friendly by including a MechJeb-style computer where you say "hold at 10 klicks" and it adjusts your specific volume to hold at 10 kilometers 3. Horizontal control: Where it automatically adjusts the volumes of the various tanks to keep it horizontal, I don't see it being easy to land on a blimp that's at a 10 degree tilt. 4. Easier to manually control the tanks: I for one find it a bit difficult to change the volumes around, as some of the controllers seem to do different things.